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    Tuesday, February 23, 2021

    Stadia Developers Can't Fix The Bugs In Their Own Game Because Google Fired Them

    Stadia Developers Can't Fix The Bugs In Their Own Game Because Google Fired Them


    Stadia Developers Can't Fix The Bugs In Their Own Game Because Google Fired Them

    Posted: 22 Feb 2021 10:34 PM PST

    Need Dad advice - got a kid waaaaay into flowlab and needing help providing better direction.

    Posted: 22 Feb 2021 08:36 PM PST

    I've got a "tween" that is into game development. He uses a paid Flowlab account, and has learned more than I'd ever imagined he would. I'm a computer literate, IT guy, in his early 40's. So, I'm not clueless in terms of being wow'ed by a spreadsheet...

    I'd love to encourage him to use a program/engine that would provide a long term foundation for anything he wants to do. I don't see anyone recruiting Flowlab developers when he's in high school. And I think he is starting to notice the limits of FlowLab.

    I've tried getting him into Python, but it doesn't give the same quick feedback and sense of satisfaction that Flowlab gives. He can bounce between making sprites, animations, story boarding, and actual visual scripting now...

    Any suggestions? We've played around with Raspberry Pi's, and toy robots and stuff too...

    He'd love to keep doing things that let you feel like you've created something from scratch, straight out of your imagination, that other people can play.

    Any suggestions of programs or avenues to encourage or just make available?

    If you think of any other subs that may be a better fit, I'd love to hear them!

    submitted by /u/fired_spenser
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    Do you prefer offline gaming? Is that an advantage?

    Posted: 23 Feb 2021 09:01 AM PST

    How much do you pay attention to the ability to play offline/online before downloading the game?

    How important is that to you?

    submitted by /u/yasaman_th
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    Would you choose a NoSQL or SQL database for persisting a entity component system ?

    Posted: 23 Feb 2021 11:52 AM PST

    Lets say you are working on a gameserver for an mmo. And we wanna save the game world in intervalls to the server. We are using an entity component system, but the world is so huge that we cant persist it at once. Instead we wanna persist every entity on its own.

    The NoSQL approach is the easiest... we have a collection with entities and just insert/update the serialized entity. This would look like this... Each json-object is one document. Pretty streamlined, but references are required to get solved by ourself.

    { _id: ahsda812838, version: 2, components:[{class:"Player", name:".."},{class:"Transform", x:10, y:20}] { _id: ahsda812823, version: 2, components:[{class:"Tree", fruits:false},{class:"Transform", x:10, y:20}]} { _id: ahsda812838, version: 2, components:[{class:"Trap", damage:10},{class:"Transform", x:10, y:20}]} 

    In an SQL database we would have a different approach. We could have a table called "Entity{ _id, jsonSerializedComponents }. And all components that are containing relations would end up in their own table "Buffs{ entity_id, otherEntityThatActsAsAnBuff, duration}" or imagine a "Chunk{ entity_id, entityInChunk }" or an "Inventory{ owner_id, item_entity_id}".

    Actually both ways have pros and cons. The nosql approach is by far easier. We can easily embbed but references between entities or other documents are... "hard" to maintain. We need to take care of them by ourself.

    The sql approach however is a bit more complex, we actually have one table for all entities. But each component that stores relations, requires its own table. All other components could get serialized to json however. So everytime we create a new relation ( WasHitByPlayer, CollidedWith, Friends... ), we need an new table... a lot of works, especially if we have many relations.

    Which one would you pic ? Would you choose nosql for persisting gameworlds or sql ?

    submitted by /u/genarTheDev
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    Google play dev console shows 0 downloads

    Posted: 23 Feb 2021 10:05 AM PST

    Hi!

    Does anybody know why I can see 0 downloads on google play store listing and also in console? My relatives and friends already have the game since it publishement approved, that means at least 15 downloads already happened. That was on the 16th of February.

    My app name is Magic Balloon. Developer name is SmithCovery. So you can see an icon which contains a red balloon and a cloud with rainbow. It is still shows me 0 downloads.

    Do you have experience on how many days have to pass in order to see the download statistics?

    Or it isn't a question of time?

    Thank you in advance!

    submitted by /u/SmithCovery
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    Easy and Simple Stylized Shoreline with Distance Fields in UE4

    Posted: 23 Feb 2021 08:52 AM PST

    Dying Light makers are bleeding talent

    Posted: 23 Feb 2021 09:40 AM PST

    How much should i charge for a game?

    Posted: 23 Feb 2021 10:50 AM PST

    So a while ago i got my first ever order on fiverr and it was a custom order, we talked and a day later i started to work on the game (i only make the mechanics) at this point i just got 5$ so that he can send a zoom link And now i wanna know how much should i charge for the game?

    the game It's bit advanced trun based game But you buy farms and these farms generate mats and u use them to buy upgrades and stuff and there is a combo system and attacks

    my experience This is my first time actually working (I'm 16) I started programming with python about 6 months ago made mobile app, desktop app and a website then i started learning c# recently and started using unity i made a simple game with movement enemy and grapple

    If there is anymlre questions feel free to ask

    submitted by /u/Memezawy
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    I haven't found a ton of content specifically related to Top Down or Birds Eye perspective design - Here is a look at a few ways to improve level design in these kind of games.

    Posted: 23 Feb 2021 09:55 AM PST

    Learning how to create environments in Unreal Engine 4 can be a tricky and daunting topic. Fortunately, our good friend Andre is here to enlighten us with a ton of tips and tricks. In this breakdown, you're going to learn how to create grassy fields using Blender and Unreal Engine 4. Enjoy!

    Posted: 23 Feb 2021 06:17 AM PST

    How to create a 2D dissolve effect in godot using visual shaders .

    Posted: 23 Feb 2021 10:55 AM PST

    What do you look for in assets?

    Posted: 23 Feb 2021 10:49 AM PST

    I'm planning on eventually starting to create assets for video games, but honestly I have no idea what the development process is like or what assets need to include. Are physics needed? Animations? Also, how developed do they have to be? What do you expect from assets?

    I've tried doing some research but I'd really like to hear some opinions from the people who will be working with them (and maybe people who work on them as well?). Thanks!

    submitted by /u/burdlo
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    Dealing with chargebacks for in-game purchases

    Posted: 23 Feb 2021 06:48 AM PST

    I have a browser game which is sort of a virtual community with animal characters.
    The game is played on your browser, so it's mostly Desktop users and the audience is mostly youngsters. About a year ago I started selling in-game packages, mostly cosmetics.
    I allowed credit-card and it seemed like it's going quite well for a while.
    I enabled 3-D Secure (2 steps verification for credit card purchases) which supposed to make it harder for the users to file chargebacks. But somehow some players still managed to submit those chargebacks. I ignored it at first because as long as the number of cases was low, it wasn't significant.

    It started to become a problem when a single player made multiple purchases, let's say 10-20 of those.
    In total it wasn't that much, because the price of each package wasn't high. I didn't mind about the refund itself, but each chargeback comes with a $22 fee. A single scammer like that could leave me with $500 worth of Fees.

    The provider I used to handle the cc payments didn't help much, the proofs that I've sent were sort of ignored, so I decided to stop accepting cc and started working with Paypal.

    It solved the problem of chargeback fees because once a player submits a dispute with Paypal, I can choose "not to contest the case" and just refund with no fees involved.

    But now there's a different problem, and it's the fact that it's too easy to open a case with Paypal, and it's too easy for kids to use their parent's computer to just checkout with their accounts.
    Now I'm just getting way too many of those "Unauthorized transaction" cases.
    I already became paranoid, limiting legitimate players from making too many purchases, limiting amounts, limiting players who I find suspicious, and basically just hurting my business out of fear.

    Did you guys ever encounter a similar problem?
    How do you handle it?
    If I decide to fight back some of those Paypal cases, how can I even prove that the player received what they payed for? It's not like there's a shipment tracking number I can attach or anything of that sort.

    Thanks, and sorry if it's a mess or not in the right subreddit :)

    submitted by /u/alexzhivil
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    Rendering symmetry: using a shader to mirror a mesh along multiple planes in real time

    Posted: 23 Feb 2021 07:55 AM PST

    video games and violence essay: help needed!

    Posted: 23 Feb 2021 12:21 PM PST

    i apologize in advance if this is a bit off topic here!

    hello! i'm currently in the works of creating a video essay regarding video gaming and violence. i'm attempting to research and find a list of scenarios/events/situations in which a violent act occurred, that the attacker and/or victim said was influenced by video games. any help is greatly appreciated! thank you all :)

    side note: i'm a pro-video game guy, haha, dont worry

    submitted by /u/riftiee
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    Pixel Art & Animation

    Posted: 23 Feb 2021 11:55 AM PST

    I've been doing pixel art on and off as a hobby for a little while (although I'm mainly a writer). The hobby is always something I come back to. However, what puts me off, aside from the difficulty--and detailed pixel art is difficult--is the idea that it's taken for granted that pixel artists are also supposed to be animators. I never really thought about this, however, until now. It seems strange that we're expected to be animators, thus blending two incredibly difficult fields together. You wouldn't expect a concept artist to be an animator, so why are pixel character artists also required to do animation? They're completely separate... I don't know about this for sure since I just make static characters and I'm not in game dev. But from all the 'making of' videos I've seen, it seems likely. It's off-putting as I don't also want to be an animator. It doesn't make sense as animation is genuinely a different hobby with different skills and required knowledge. It seems so strange.

    I just want to make stuff like this (https://cdnb.artstation.com/p/assets/images/images/028/432/151/large/taylor-hood-final.jpg?1594460804) and then hand it over to the animator... But I guess an animator would have no knowledge of how to to move the pixels and colour them, right? The same could be said for pixel artists doing animations. I can't think of a single other artistic field that is like this.

    submitted by /u/Sepulchrave93
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    Assets without proper license

    Posted: 23 Feb 2021 11:50 AM PST

    I'm looking for art assets to give a new look to my personal project. I don't have huge ambitions for it but I'm starting to put a lot of effort and I want to cover my back.

    There are several sites like itch.io were people can post their asset. Several packs I've been using don't contain an explicit LICENSE file. In fact many packs only have a small paragraph allowing comercial use (not a proper license)

    Would you risk to keep using these assets If I plan to monetize the game in some way (even If I make little to no money)?

    submitted by /u/Arlenishn
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    How to draw the player standing behind a tree in an Entity Component System?

    Posted: 23 Feb 2021 10:46 AM PST

    I'm making a top-down Javascript canvas game using the Entity Component System architecture.

    For an entity to be drawn on the screen every frame, it needs a PositionComponent and a SpriteComponent. The rendering system looks like this:

    for (let entity of scene.query(CT.Sprite, CT.Position)) { this.drawEntity(entity); } 

    This works well, but I'm not sure how to modify this to give the player the ability to hide behind objects. For example, in Stardew Valley, you can stand in front of, and behind, objects, as demonstrated in this screenshot: https://i.imgur.com/B90jGS7.png

    How can this be implemented in an ECS? Because currently my rendering system just iterates through every object and draws them.

    Also, currently, for drawing the map (scenery and whatnot), it renders the map to a texture and then just redraws that single texture every frame (for performance reasons, instead of redrawing 10,000 tiles every frame). I'd imagine this makes it even more difficult to integrate.

    My assumption is that I have to take into account the entity's position in some way? That is, an entity with { x: 0, y: 400 } will be drawn before an entity with position { x: 0, y: 500 }, but I'm also unsure of how to integrate this with an ECS.

    Thanks for reading.

    submitted by /u/redditaccount624
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    Should I do a Master's Degree in Game Programming? I need advice

    Posted: 23 Feb 2021 10:26 AM PST

    I did a Bachelor's degree in Telecommunications Engineering with Computer Science, and I have worked for more than two years as a programmer but not in games, mostly mobile apps and web. I want to be a game programmer and since September I have been trying to get hired but I have had little success (a couple of interviews and programming tests, but ultimately I have been rejected). 95% of the job offers here in Europe require previous game industry experience, which I obviously don't have, and 95% of the remaining 5% never answer my application or reject me straight away, so that leaves me little chance to be hired. I have 2 little games in my github, one in Unity and another one in UE. Maybe my portfolio should be more impressive to catch the attention of that 5% of offers which don't require previous experience? Should I have more and more complex projects? And the ultimate question, would a Master's Degree in Game Programming help me achieve my goals? If so, can somebody recommend me a good one? Preferably online and/or in Europe.

    submitted by /u/diegdm
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    Marketing iOS games

    Posted: 23 Feb 2021 09:43 AM PST

    Hi fellow game devs,

    can you share some experiences what you think are the best ways / places to market an iOS game.

    What paid ads do you think are the most lucrative: Apple Search Ads, Facebook, Gaming Sites, Google Ads?

    submitted by /u/AlexInTheCloud1
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    ZZT Stories: The Reconstruction

    Posted: 23 Feb 2021 09:19 AM PST

    Using FMod to implement the music in a game. Overview

    Posted: 23 Feb 2021 05:33 AM PST

    Two free AAA FPS weapon assets (Tec-9 and Mac-10)

    Posted: 23 Feb 2021 08:59 AM PST

    Hey, guys i am 3d artist and i just added two guns for free download.

    You can download FBX files and textures from sketchfab and

    FBX + original blend files from artstation

    I can also send you high poly and original bakes if you want

    Use this models however you want in commercial and non-commercial projects.

    Here is the link to the models and renders:

    https://sketchfab.com/Diamonddogkz/models

    https://www.artstation.com/diamonddogkz/store

    Sorry if i didint follow the rules, i just wanted to share

    submitted by /u/Diamonddogkz
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    Normals Issue - Please Help!

    Posted: 23 Feb 2021 08:28 AM PST

    I have a 1:1 plane - it does not matter imported or made in unity(Tried both). 1 plane - 1 polygon. Rotating it will change the brightness of texture. - There was a post about this - yes i know. Using Calculate normals on import did not solve the issue and it should not matter anyways, cause a plane made in unity acts the same way. I'v spent hours on this problem an i hope someone is going to be able to help.

    https://ibb.co/bJnpJFY

    Btw - in the picture there are multiple planes in different rotations.

    Softwares Used :

    3Ds Max, Substance Painter, Unity3D

    THANK YOU for your time and help!

    (Using double-sided only doubles the problem cause both sides now Change brightness on rotation.) Sorry - a bad joke. :D

    submitted by /u/3DArtAdmin
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